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The King of Fighters XV/Yuri Sakazaki/Combos: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). | |||
|- | |||
| ''',''' || Link the previous move into the following move. | |||
|- | |||
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled. | |||
|- | |||
| '''~''' || Cancel the previous special into the following special. | |||
|- | |||
| '''cl.''' || Close to opponent. | |||
|- | |||
| '''f.''' || Far from opponent. | |||
|- | |||
| '''j.''' || Jumping move. | |||
|- | |||
| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | |||
|- | |||
| '''[X]''' || Hold input briefly. | |||
|- | |||
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | |||
|- | |||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown). | |||
|- | |||
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}". | |||
|- | |||
|} | |||
==Starters== | |||
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/> | |||
The other starters in each table should also work in each case, but may not. | |||
Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below. | |||
== | ===Heavy Starters=== | ||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''2B > 2A > 3D''' || 74 || Standard low confirm. Stopping at 2A leaves you plus on block. | |||
|- | |||
| cl.B > 2A > 3D || 89 || Stronger, more precise low confirm. | |||
|- | |||
| '''2C > 3D''' || 108 || Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block. | |||
|- | |||
| 2A, 2C || 91 || Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos. | |||
|- | |||
| cl.D > 3D || 118 || Most damaging combo starter. Use when you can in punishes. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
=== | |||
{|class="wikitable" | '''General Notes:''' | ||
! Combo!! Damage | * Many combos will end in ''X > 623K ~ AC'' for optimal damage but will sacrifice okizeme and the corner if done in the corner. | ||
* Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage. | |||
* '''WIP''' | |||
===Beginner Combos=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! Location !! notes | |||
|- | |||
| 2B > 2B > f.B > 214A || 127 || 0 || Anywhere || Basic light confirm. For a bit more damage, try ending in 623C instead. | |||
|- | |- | ||
| | | j.D > cl.C > 236A || 194 || 0 || Anywhere || Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms. | ||
|- | |- | ||
| ''' | | 2B > 2B > f.B > 214A > 214214A '''/''' 214214AC || 283'''/'''395 || 1'''/'''2 || Anywhere || After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super. | ||
|- | |- | ||
| ''' | | j.D > cl.C > 236A > 236214B '''/''' 236214BD || 360'''/'''483 || 1'''/'''2 || Anywhere || Nice and long confirm window for the super. | ||
|} | |||
===Meterless=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > 623C || 170/209 || 245/270 || 25% || Anywhere || Basic confirm. Yuri can set up a meaty throw after by running. | |||
|- | |- | ||
| ''' | | '''Starter''' > 214A, 623A || 174/215 || 265/290 || 40% || Corner || 214A will whiff at some ranges. | ||
|- | |- | ||
| | | 236A, 623A || 134 || 160 || 20% || Corner || Confirm from a fireball. | ||
|- | |- | ||
| (anti air) f.B > 623D ~ AC || 130 || 30 | | (anti air) f.B > 623D ~ AC || 130 || 30 || 15% || Anywhere || Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good. | ||
|- | |- | ||
| 214C, run, cl.D > | | 214C, run, cl.D > 623K ~ AC (623C) || 231 (167) || 130 || 30% || Anywhere || Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster. | ||
|- | |- | ||
| CD > 623D, 2D || 143 || 170 | | CD > 623D, 2D || 143 || 170 || 20% || Non-Corner || Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible. | ||
|- | |- | ||
| CD > 623D ~ | | CD > 623D ~ P, 214A, cl.D > 623K ~ AC || 209 || 330 || 55% || Corner || CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner. | ||
|- | |- | ||
| CD > 236C, 623C || | | CD > 236C, 623C || 228 || 300 || 35% || Near Corner || CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead. | ||
|} | |} | ||
===EX=== | ===EX=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost | ! Combo!! Damage !! Stun !! Meter cost !! Location !! notes | ||
|- | |- | ||
| ''' | |'''Starter''' > 63214BD || 195/233 || 115/130 || 10% || Anywhere || Weak, but 100% consistent and leads to a safe jump set-up. | ||
|- | |- | ||
| ''' | |'''Starter''' > 214AC, run, cl.D > 623K ~ AC (623C) || 298/346 (244/289) || 175/200 || 30% || Anywhere || 214AC has short range and can sometimes drop from further ranges. | ||
|- | |- | ||
|''' | |'''Starter''' > 236CD, run, cl.D > 3D > 623C || 251/300 || 375/400 || 40% || Anywhere || Because this uses a Shatter Strike, this technically costs 1 bar but gains 90% back, effectively making it a 0.5 bar combo. A little better for keeping oki. | ||
|- | |- | ||
| ''' | |'''Starter''' > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 369/423 (300/350) || 295/320 || 45% || Corner || Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo. | ||
|- | |- | ||
| | | 236C, 63214BD || 211 || 60 || 10% || Corner || Reliable conversion from 236C. | ||
|- | |- | ||
| | | CD, 623BD ~ P, cl.D > 623K ~ AC || 304 || 170 || 25% || Midscreen || This confirm is only possible at certain spacings, particularly when Yuri is around the middle of the screen. | ||
|- | |- | ||
| CD > 623D, 63214BD || 196 || 100 | | CD > 623D, 63214BD || 196 || 100 || 15% || Non-Corner || Very consistent. | ||
|- | |- | ||
| CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 | | CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 || 20% || Non-Corner || | ||
|- | |- | ||
| CD > 623D ~ | | CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 417 (347) || 390 || 60% || Corner || | ||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Starter''' > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) || 369/422 (318/368) || 175/200 || 1 || 30% || Anywhere || Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly. | ||
|- | |||
| '''Starter''' > 236A > 2363214K || 281/332 || 165 || 1 || 15% || Anywhere || Easy conversion from stray hits of 236A. | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) || 390/446 (368/423) || 295 || 1 || 30% || Corner || | |||
|- | |||
| CD > 623D, 2363214K || 241 || 100 || 1 || 15% || Non-Corner || Reliable CD combo. Only does slightly more than a normal into air throw. | |||
|- | |||
| CD > 623D, 623C > 214214P || 286 || 180 || 1 || 30% || Midscreen || More screen position dependent conversion but more rewarding. | |||
|- | |||
| 236CD, cl.D > 623K ~ AC (623C) || 255 (173) || 70 || 1 || 70% || Anywhere || Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion. | |||
|- | |||
| '''Starter''' > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC || 452/512 (387/442) || 175/200 || 1.5 || 30% || Anywhere || Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw. | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236A, 623A > 214214P || 398/458 || 285 || 1.5 || 40% || Corner || Stronger corner combo if you decide to not go for the air throw ender. | |||
|- | |||
| 236CD, 214AC, run, cl.D > 623K ~ AC (623C) || 341 (277) || 70 || 1.5 || 75% || Anywhere || Your Shatter strike combos will match your 214AC combos. | |||
|} | |} | ||
===2 Bars=== | ===2 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | '''Starter''' > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) || 471/533 (443/504) || 175/200 || 2 || 20% || Anywhere || | ||
|- | |||
| '''Starter''' > 236A > 236214BD || 393/455 || 165 || 2 || 15% || Anywhere || Safe confirm into super. | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236AC, 623C > 214214P || 453/516 || 245 || 2 || 35% || Corner || Good oki and damage. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) || 382/441 (344/400) || 305/330 || 2 || 35% || Anywhere || 1000 Max Gauge combo. Not very strong, but far C > Quick Max is a strong whiff punish option so you may get some mileage out of this. The extra hitstun on 3D makes it easy to get confirms even if you're out of range for 214AC. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC || 437/503 || 305/330 || 2 || 35% || Anywhere || 1250 Max Gauge combo. Omit the air throw for oki. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 623BD ~ P, 623C > 214214P || 420/486 || 315 || 2 || 10% || Anywhere || 1500 Max Guage combo. Although weaker than the 1250 combo, this has better oki compared to omitting the air throw. Due to the cross-up that occurs, the common 632146C longcut for 623C to make cancelling into 214214P becomes less reliable. Try inputting 623C early and holding the button to give yourself more time to input the super. This combo is possible at 1250 if you omit the 3D after Quick Max. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P || 407/461 || 415/440 || 2 || 10% || Corner || 1000 Max Gauge combo. If you have to run for too long after the Quick Max, you may not have enough time to get the super. Omit the 3D in that case. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P || 424/490 || 255/280 || 2 || 10% || Corner || Optimized 1250 Max Gauge combo. Opt for the {{tt|midscreen|cl.D > 214AC, 623BD ~ P, 623C > 214214P}} if you prefer for 418/482. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 214C, 236AC, 623C > 214214P || 447/504 || 375/400 || 2 || 10% || Corner || 1500 Max Gauge combo. | |||
|- | |||
| CD, 2363214BD || 364 || 900 || 2 || 10% || Anywhere || Very consistent, no cancel needed. | |||
|- | |||
| 214C, 2363214BD || 382 || 60 || 2 || 10% || Anywhere || Consistent conversion from 214C. | |||
|- | |||
| '''Starter''' > 214AC, 623BD ~ P > j.236BD, 623A > 214214P || 478/534 || 165 || 2.5 || 20% || Anywhere || | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236A, 623A > 2363214BD || 501/557 || 285/310 || 2.5 || 40% || Corner || | |||
|} | |} | ||
===3 Bars=== | ===3 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | '''Starter''' > 623C > 214214P > 2363214BD || 554/603 || 185/210 || 3 || 25% || Anywhere || 214A can be used instead of 623C for an easier cancel, doing 528/576 damage. | ||
|- | |||
| '''Starter''' > 236A > 641236C > 2363214BD || 529/583 || 165/190 || 3 || 15% || Anywhere || Hit confirmable combo. You have to input the supers earlier than usual. | |||
|- | |||
| '''Starter''' > 214AC, 623BD ~ P, 623C > 2363214BD || 525/598 || 185/210 || 3 || 25% || Anywhere || Conversion from BNB. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623C, 623A > 2141236CD || 497/551 || 295/320 || 3 || 10% || Non-Corner || 1000 Max Gauge combo. Only works midscreen and by omitting the 3D after the Quick Max. Not very worth it. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 623C > 214214P > 214236CD || 582/636 || 315/280 || 3 || 10% || Anywhere || 1250/1500 Max Gauge combo. Very strong, and will be Yuri's best use of 3 bars. Stronger than even 3.5 meter dump combos. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD || 564/623 || 255/270 || 3 || 10% || Anywhere || Potentially easier 1250/1500 Max Guage combo. You can add a 3D after the Quick Max at 1500 Guage for 577/632. | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236AC, 623C > 2363214BD || 556/615 || 245/260 || 3 || 40% || Corner || | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 3D > 214AC, 214C, 236A, 623A > 2141236CD || 564/618 || 415/440 || 3 || 10% || Corner || 1000 Max Gauge corner combo. Use the {{tt|midscreen|cl.D > 3D > 623C > 214214P > 214236CD}} combo for 1250 Guage. | |||
|- | |||
| ''(QM)'' '''Starter''' > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD || 604/661 || 375/400 || 3 || 10% || Corner || 1500 Max Gauge corner combo. | |||
|- | |||
| '''Starter''' > 214AC, 214C, 236A, 623A > 214214P > 236214BD || 596/681 || 285 || 3.5 || 40% || Corner || Her only useful 3.5 bar combo. | |||
|} | |} | ||
===4 Bars=== | ===4 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | ''(QM)'' '''Starter''' > 3D > BC, cl.D > 3D > 623C > 214214AC > 214236CD || 666/719 || 315/340 || 4 || 10% || Anywhere || 1250/1500 Max Guage. Using Max combos is Yuri's best source of damage at 4 bars. 214214AC will only cancel on the last hit, so you don't need to precisely time the Climax. Just input it early and hold the CD. | ||
|- | |||
| '''Starter''' > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD || 651/739 || 245/260 || 4 || 30% || Corner || Only does more damage as a heavy confirm. | |||
|- | |||
| Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD || 960 || 200 || 4 || || Anywhere || Very simple jump-in Blue Max combo (1250/1500) | |||
|- | |||
| Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD || 919 || 130 || 4 || || Anywhere || Heavy starter version of the above combo (1250/1500) | |||
|} | |} | ||
===5 Bars=== | ===5 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | '''Starter''' > 623C > 214214AC > 2141236CD || 717/782 || 185/210 || 5 || 25% || Anywhere || Yuri's only efficient 5 bar combo. | ||
|- | |||
|} | |} | ||
Latest revision as of 00:53, 31 May 2022
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.
Heavy Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 3D | 74 | Standard low confirm. Stopping at 2A leaves you plus on block. |
cl.B > 2A > 3D | 89 | Stronger, more precise low confirm. |
2C > 3D | 108 | Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block. |
2A, 2C | 91 | Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos. |
cl.D > 3D | 118 | Most damaging combo starter. Use when you can in punishes. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Many combos will end in X > 623K ~ AC for optimal damage but will sacrifice okizeme and the corner if done in the corner.
- Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.
- WIP
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B > 2B > f.B > 214A | 127 | 0 | Anywhere | Basic light confirm. For a bit more damage, try ending in 623C instead. |
j.D > cl.C > 236A | 194 | 0 | Anywhere | Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms. |
2B > 2B > f.B > 214A > 214214A / 214214AC | 283/395 | 1/2 | Anywhere | After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super. |
j.D > cl.C > 236A > 236214B / 236214BD | 360/483 | 1/2 | Anywhere | Nice and long confirm window for the super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Starter > 623C | 170/209 | 245/270 | 25% | Anywhere | Basic confirm. Yuri can set up a meaty throw after by running. |
Starter > 214A, 623A | 174/215 | 265/290 | 40% | Corner | 214A will whiff at some ranges. |
236A, 623A | 134 | 160 | 20% | Corner | Confirm from a fireball. |
(anti air) f.B > 623D ~ AC | 130 | 30 | 15% | Anywhere | Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good. |
214C, run, cl.D > 623K ~ AC (623C) | 231 (167) | 130 | 30% | Anywhere | Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster. |
CD > 623D, 2D | 143 | 170 | 20% | Non-Corner | Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible. |
CD > 623D ~ P, 214A, cl.D > 623K ~ AC | 209 | 330 | 55% | Corner | CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner. |
CD > 236C, 623C | 228 | 300 | 35% | Near Corner | CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead. |
EX
Combo | Damage | Stun | Meter cost | Location | notes |
---|---|---|---|---|---|
Starter > 63214BD | 195/233 | 115/130 | 10% | Anywhere | Weak, but 100% consistent and leads to a safe jump set-up. |
Starter > 214AC, run, cl.D > 623K ~ AC (623C) | 298/346 (244/289) | 175/200 | 30% | Anywhere | 214AC has short range and can sometimes drop from further ranges. |
Starter > 236CD, run, cl.D > 3D > 623C | 251/300 | 375/400 | 40% | Anywhere | Because this uses a Shatter Strike, this technically costs 1 bar but gains 90% back, effectively making it a 0.5 bar combo. A little better for keeping oki. |
Starter > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) | 369/423 (300/350) | 295/320 | 45% | Corner | Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo. |
236C, 63214BD | 211 | 60 | 10% | Corner | Reliable conversion from 236C. |
CD, 623BD ~ P, cl.D > 623K ~ AC | 304 | 170 | 25% | Midscreen | This confirm is only possible at certain spacings, particularly when Yuri is around the middle of the screen. |
CD > 623D, 63214BD | 196 | 100 | 15% | Non-Corner | Very consistent. |
CD > 623D, run, cl.D > 623BD ~ AC (623AC) | 255 | 170 | 20% | Non-Corner | |
CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) | 417 (347) | 390 | 60% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) | 369/422 (318/368) | 175/200 | 1 | 30% | Anywhere | Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly. |
Starter > 236A > 2363214K | 281/332 | 165 | 1 | 15% | Anywhere | Easy conversion from stray hits of 236A. |
Starter > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) | 390/446 (368/423) | 295 | 1 | 30% | Corner | |
CD > 623D, 2363214K | 241 | 100 | 1 | 15% | Non-Corner | Reliable CD combo. Only does slightly more than a normal into air throw. |
CD > 623D, 623C > 214214P | 286 | 180 | 1 | 30% | Midscreen | More screen position dependent conversion but more rewarding. |
236CD, cl.D > 623K ~ AC (623C) | 255 (173) | 70 | 1 | 70% | Anywhere | Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion. |
Starter > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC | 452/512 (387/442) | 175/200 | 1.5 | 30% | Anywhere | Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw. |
Starter > 214AC, 214C, 236A, 623A > 214214P | 398/458 | 285 | 1.5 | 40% | Corner | Stronger corner combo if you decide to not go for the air throw ender. |
236CD, 214AC, run, cl.D > 623K ~ AC (623C) | 341 (277) | 70 | 1.5 | 75% | Anywhere | Your Shatter strike combos will match your 214AC combos. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) | 471/533 (443/504) | 175/200 | 2 | 20% | Anywhere | |
Starter > 236A > 236214BD | 393/455 | 165 | 2 | 15% | Anywhere | Safe confirm into super. |
Starter > 214AC, 214C, 236AC, 623C > 214214P | 453/516 | 245 | 2 | 35% | Corner | Good oki and damage. |
(QM) Starter > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) | 382/441 (344/400) | 305/330 | 2 | 35% | Anywhere | 1000 Max Gauge combo. Not very strong, but far C > Quick Max is a strong whiff punish option so you may get some mileage out of this. The extra hitstun on 3D makes it easy to get confirms even if you're out of range for 214AC. |
(QM) Starter > BC, cl.D > 3D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC | 437/503 | 305/330 | 2 | 35% | Anywhere | 1250 Max Gauge combo. Omit the air throw for oki. |
(QM) Starter > BC, cl.D > 3D > 214AC, 623BD ~ P, 623C > 214214P | 420/486 | 315 | 2 | 10% | Anywhere | 1500 Max Guage combo. Although weaker than the 1250 combo, this has better oki compared to omitting the air throw. Due to the cross-up that occurs, the common 632146C longcut for 623C to make cancelling into 214214P becomes less reliable. Try inputting 623C early and holding the button to give yourself more time to input the super. This combo is possible at 1250 if you omit the 3D after Quick Max. |
(QM) Starter > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P | 407/461 | 415/440 | 2 | 10% | Corner | 1000 Max Gauge combo. If you have to run for too long after the Quick Max, you may not have enough time to get the super. Omit the 3D in that case. |
(QM) Starter > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P | 424/490 | 255/280 | 2 | 10% | Corner | Optimized 1250 Max Gauge combo. Opt for the midscreencl.D > 214AC, 623BD ~ P, 623C > 214214P if you prefer for 418/482. |
(QM) Starter > BC, cl.D > 3D > 214AC, 214C, 236AC, 623C > 214214P | 447/504 | 375/400 | 2 | 10% | Corner | 1500 Max Gauge combo. |
CD, 2363214BD | 364 | 900 | 2 | 10% | Anywhere | Very consistent, no cancel needed. |
214C, 2363214BD | 382 | 60 | 2 | 10% | Anywhere | Consistent conversion from 214C. |
Starter > 214AC, 623BD ~ P > j.236BD, 623A > 214214P | 478/534 | 165 | 2.5 | 20% | Anywhere | |
Starter > 214AC, 214C, 236A, 623A > 2363214BD | 501/557 | 285/310 | 2.5 | 40% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623C > 214214P > 2363214BD | 554/603 | 185/210 | 3 | 25% | Anywhere | 214A can be used instead of 623C for an easier cancel, doing 528/576 damage. |
Starter > 236A > 641236C > 2363214BD | 529/583 | 165/190 | 3 | 15% | Anywhere | Hit confirmable combo. You have to input the supers earlier than usual. |
Starter > 214AC, 623BD ~ P, 623C > 2363214BD | 525/598 | 185/210 | 3 | 25% | Anywhere | Conversion from BNB. |
(QM) Starter > BC, cl.D > 214AC, 623C, 623A > 2141236CD | 497/551 | 295/320 | 3 | 10% | Non-Corner | 1000 Max Gauge combo. Only works midscreen and by omitting the 3D after the Quick Max. Not very worth it. |
(QM) Starter > BC, cl.D > 3D > 623C > 214214P > 214236CD | 582/636 | 315/280 | 3 | 10% | Anywhere | 1250/1500 Max Gauge combo. Very strong, and will be Yuri's best use of 3 bars. Stronger than even 3.5 meter dump combos. |
(QM) Starter > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD | 564/623 | 255/270 | 3 | 10% | Anywhere | Potentially easier 1250/1500 Max Guage combo. You can add a 3D after the Quick Max at 1500 Guage for 577/632. |
Starter > 214AC, 214C, 236AC, 623C > 2363214BD | 556/615 | 245/260 | 3 | 40% | Corner | |
(QM) Starter > BC, cl.D > 3D > 214AC, 214C, 236A, 623A > 2141236CD | 564/618 | 415/440 | 3 | 10% | Corner | 1000 Max Gauge corner combo. Use the midscreencl.D > 3D > 623C > 214214P > 214236CD combo for 1250 Guage. |
(QM) Starter > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD | 604/661 | 375/400 | 3 | 10% | Corner | 1500 Max Gauge corner combo. |
Starter > 214AC, 214C, 236A, 623A > 214214P > 236214BD | 596/681 | 285 | 3.5 | 40% | Corner | Her only useful 3.5 bar combo. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) Starter > 3D > BC, cl.D > 3D > 623C > 214214AC > 214236CD | 666/719 | 315/340 | 4 | 10% | Anywhere | 1250/1500 Max Guage. Using Max combos is Yuri's best source of damage at 4 bars. 214214AC will only cancel on the last hit, so you don't need to precisely time the Climax. Just input it early and hold the CD. |
Starter > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD | 651/739 | 245/260 | 4 | 30% | Corner | Only does more damage as a heavy confirm. |
Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD | 960 | 200 | 4 | Anywhere | Very simple jump-in Blue Max combo (1250/1500) | |
Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD | 919 | 130 | 4 | Anywhere | Heavy starter version of the above combo (1250/1500) |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623C > 214214AC > 2141236CD | 717/782 | 185/210 | 5 | 25% | Anywhere | Yuri's only efficient 5 bar combo. |